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/cvs/deliantra/server/server/monster.C
Revision: 1.101
Committed: Wed Dec 5 19:03:27 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.100: +1 -1 lines
Log Message:
some bugfixes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 //+GPL
27
28 #include <global.h>
29 #include <sproto.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
34
35 /* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise.
37 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be
39 * set to sane values.
40 */
41 object *
42 check_enemy (object *npc, rv_vector * rv)
43 {
44 /* if this is pet, let him attack the same enemy as his owner
45 * TODO: when there is no ower enemy, try to find a target,
46 * which CAN attack the owner. */
47 if ((npc->attack_movement & HI4) == PETMOVE)
48 {
49 if (npc->owner == NULL)
50 npc->enemy = NULL;
51 else if (npc->enemy == NULL)
52 npc->enemy = npc->owner->enemy;
53 }
54
55 /* periodically, a monster may change its target. Also, if the object
56 * has been destroyed, etc, clear the enemy.
57 * TODO: this should be changed, because it invokes to attack forced or
58 * attacked monsters to leave the attacker alone, before it is destroyed
59 */
60 /* I had removed the random target leave, this invokes problems with friendly
61 * objects, getting attacked and defending herself - they don't try to attack
62 * again then but perhaps get attack on and on
63 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
64 * too. */
65
66 if (npc->enemy)
67 {
68 /* I broke these if's apart to better be able to see what
69 * the grouping checks are. Code is the same.
70 */
71 if (npc->enemy->flag [FLAG_REMOVED] ||
72 npc->enemy->flag [FLAG_FREED] ||
73 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
74 npc->enemy = 0;
75
76 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
77 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
78 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79 || npc->enemy == npc->owner))
80 npc->enemy = 0;
81
82
83 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
84 npc->enemy = 0;
85
86 /* I've noticed that pets could sometimes get an arrow as the
87 * target enemy - this code below makes sure the enemy is something
88 * that should be attacked. My guess is that the arrow hits
89 * the creature/owner, and so the creature then takes that
90 * as the enemy to attack.
91 */
92 else if (!npc->enemy->flag [FLAG_MONSTER]
93 && !npc->enemy->flag [FLAG_GENERATOR]
94 && npc->enemy->type != PLAYER
95 && npc->enemy->type != GOLEM)
96 npc->enemy = 0;
97 }
98
99 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
100 }
101
102 /* Returns the nearest living creature (monster or generator).
103 * Modified to deal with tiled maps properly.
104 * Also fixed logic so that monsters in the lower directions were more
105 * likely to be skipped - instead of just skipping the 'start' number
106 * of direction, revisit them after looking at all the other spaces.
107 *
108 * Note that being this may skip some number of spaces, it will
109 * not necessarily find the nearest living creature - it basically
110 * chooses one from within a 3 space radius, and since it skips
111 * the first few directions, it could very well choose something
112 * 3 spaces away even though something directly north is closer.
113 *
114 * this function is map tile aware.
115 */
116 object *
117 find_nearest_living_creature (object *npc)
118 {
119 int i, mflags;
120 sint16 nx, ny;
121 maptile *m;
122 int search_arr[SIZEOFFREE];
123
124 get_search_arr (search_arr);
125
126 for (i = 0; i < SIZEOFFREE; i++)
127 {
128 /* modified to implement smart searching using search_arr
129 * guidance array to determine direction of search order
130 */
131 nx = npc->x + DIRX (search_arr[i]);
132 ny = npc->y + DIRY (search_arr[i]);
133 m = npc->map;
134
135 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
136
137 if (mflags & P_OUT_OF_MAP)
138 continue;
139
140 if (mflags & P_IS_ALIVE)
141 {
142 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
143 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
144 if (can_see_monsterP (m, nx, ny, i))
145 return tmp;
146 }
147 }
148
149 return 0;
150 }
151
152 /* Tries to find an enemy for npc. We pass the range vector since
153 * our caller will find the information useful.
154 * Currently, only move_monster calls this function.
155 * Fix function so that we always make calls to get_rangevector
156 * if we have a valid target - function as not doing so in
157 * many cases.
158 */
159 static object *
160 find_enemy (object *npc, rv_vector * rv)
161 {
162 object *attacker, *tmp = NULL;
163
164 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
165 npc->attacked_by = 0; /* always clear the attacker entry */
166
167 /* if we berserk, we don't care about others - we attack all we can find */
168 if (npc->flag [FLAG_BERSERK])
169 {
170 tmp = find_nearest_living_creature (npc);
171
172 if (tmp)
173 get_rangevector (npc, tmp, rv, 0);
174
175 return tmp;
176 }
177
178 /* Here is the main enemy selection.
179 * We want this: if there is an enemy, attack him until its not possible or
180 * one of both is dead.
181 * If we have no enemy and we are...
182 * a monster: try to find a player, a pet or a friendly monster
183 * a friendly: only target a monster which is targeting you first or targeting a player
184 * a neutral: fight a attacker (but there should be none), then do nothing
185 * a pet: attack player enemy or a monster
186 */
187
188 /* pet move */
189 if ((npc->attack_movement & HI4) == PETMOVE)
190 {
191 tmp = get_pet_enemy (npc, rv);
192
193 if (tmp)
194 get_rangevector (npc, tmp, rv, 0);
195
196 return tmp;
197 }
198
199 /* we check our old enemy. */
200 if (!(tmp = check_enemy (npc, rv)))
201 {
202 if (attacker) /* if we have an attacker, check him */
203 {
204 /* TODO: that's not finished */
205 /* we don't want a fight evil vs evil or good against non evil */
206
207 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
208 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
209 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
210 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
211 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
212 {
213 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
214 npc->enemy = attacker;
215 return attacker; /* yes, we face our attacker! */
216 }
217 }
218
219 /* we have no legal enemy or attacker, so we try to target a new one */
220 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
221 {
222 npc->enemy = get_nearest_player (npc);
223 if (npc->enemy)
224 tmp = check_enemy (npc, rv);
225 }
226
227 }
228
229 return tmp;
230 }
231
232 /* Sees if this monster should wake up.
233 * Currently, this is only called from move_monster, and
234 * if enemy is set, then so should be rv.
235 * returns 1 if the monster should wake up, 0 otherwise.
236 */
237 static int
238 check_wakeup (object *op, object *enemy, rv_vector *rv)
239 {
240 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy)
242 return 0;
243
244 if (!op->flag [FLAG_SLEEP])
245 return 1;
246
247 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
248
249 if (op->flag [FLAG_BLIND])
250 /* blinded monsters can only find nearby objects to attack */
251 radius = MIN_MON_RADIUS;
252 else if (op->map
253 && !enemy->invisible
254 && !stand_in_light (enemy)
255 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in
260 * the dark. */
261 min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
262
263 if (enemy->flag [FLAG_STEALTH])
264 radius = radius / 2 + 1;
265
266 /* enemy should already be on this map, so don't really need to check
267 * for that.
268 */
269 if (rv->distance <= radius)
270 {
271 op->clr_flag (FLAG_SLEEP);
272 return 1;
273 }
274
275 return 0;
276 }
277
278 static int
279 move_randomly (object *op)
280 {
281 /* Give up to 15 chances for a monster to move randomly */
282 for (int i = 0; i < 15; i++)
283 if (op->move (rndm (8) + 1))
284 return 1;
285
286 return 0;
287 }
288
289 /*
290 * monster_can_pick(): If the monster is interested in picking up
291 * the item, then return 0. Otherwise 0.
292 * Instead of pick_up, flags for "greed", etc, should be used.
293 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
294 */
295 static int
296 monster_can_pick (object *monster, object *item)
297 {
298 int flag = 0;
299 int i;
300
301 if (!can_pick (monster, item))
302 return 0;
303
304 if (item->flag [FLAG_UNPAID])
305 return 0;
306
307 if (monster->pick_up & 64) /* All */
308 flag = 1;
309
310 else
311 switch (item->type)
312 {
313 case MONEY:
314 case GEM:
315 flag = monster->pick_up & 2;
316 break;
317
318 case FOOD:
319 flag = monster->pick_up & 4;
320 break;
321
322 case WEAPON:
323 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
324 break;
325
326 case ARMOUR:
327 case SHIELD:
328 case HELMET:
329 case BOOTS:
330 case GLOVES:
331 case GIRDLE:
332 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
333 break;
334
335 case SKILL:
336 flag = monster->flag [FLAG_CAN_USE_SKILL];
337 break;
338
339 case RING:
340 flag = monster->flag [FLAG_USE_RING];
341 break;
342
343 case RANGED:
344 case WAND:
345 case HORN:
346 case ROD:
347 flag = monster->flag [FLAG_USE_RANGE];
348 break;
349
350 case SPELLBOOK:
351 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
352 break;
353
354 case SCROLL:
355 flag = monster->flag [FLAG_USE_SCROLL];
356 break;
357
358 case BOW:
359 case ARROW:
360 flag = monster->flag [FLAG_USE_BOW];
361 break;
362 }
363
364 /* Simplistic check - if the monster has a location to equip it, he will
365 * pick it up. Note that this doesn't handle cases where an item may
366 * use several locations.
367 */
368 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
369 {
370 if (monster->slot[i].info && item->slot[i].info)
371 {
372 flag = 1;
373 break;
374 }
375 }
376
377 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
378 return 1;
379
380 return 0;
381 }
382
383 /*
384 * monster_check_pickup(): checks for items that monster can pick up.
385 *
386 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
387 * Each time the blob passes over some treasure, it will
388 * grab it a.s.a.p.
389 *
390 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
391 * to handle this.
392 *
393 * This function was seen be continueing looping at one point (tmp->below
394 * became a recursive loop. It may be better to call monster_check_apply
395 * after we pick everything up, since that function may call others which
396 * affect stacking on this space.
397 */
398 static void
399 monster_check_pickup (object *monster)
400 {
401 for (object *next, *tmp = monster->below; tmp; tmp = next)
402 {
403 next = tmp->below;
404
405 if (monster_can_pick (monster, tmp))
406 {
407 tmp->remove ();
408 tmp = insert_ob_in_ob (tmp, monster);
409 monster_check_apply (monster, tmp);
410 }
411
412 /* We could try to re-establish the cycling, of the space, but probably
413 * not a big deal to just bail out.
414 */
415 if (next && next->destroyed ())
416 return;
417 }
418 }
419
420 /*
421 * monster_apply_below():
422 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423 * eager to apply things, encounters something apply-able,
424 * then make him apply it
425 */
426 static void
427 monster_apply_below (object *monster)
428 {
429 object *tmp, *next;
430
431 for (tmp = monster->below; tmp != NULL; tmp = next)
432 {
433 next = tmp->below;
434 switch (tmp->type)
435 {
436 case T_HANDLE:
437 case TRIGGER:
438 if (monster->will_apply & 1)
439 monster->apply (tmp);
440 break;
441
442 case TREASURE:
443 if (monster->will_apply & 2)
444 monster->apply (tmp);
445 break;
446
447 }
448 if (tmp->flag [FLAG_IS_FLOOR])
449 break;
450 }
451 }
452
453 /* Returns 1 is monster should cast spell sp at an enemy
454 * Returns 0 if the monster should not cast this spell.
455 *
456 * Note that this function does not check to see if the monster can
457 * in fact cast the spell (sp dependencies and what not.) That is because
458 * this function is also sued to see if the monster should use spell items
459 * (rod/horn/wand/scroll).
460 * Note that there are certainly other offensive spells that could be
461 * included, but I decided to leave out the spells that may kill more
462 * monsters than players (eg, disease).
463 *
464 * This could be a lot smarter - if there are few monsters around,
465 * then disease might not be as bad. Likewise, if the monster is damaged,
466 * the right type of healing spell could be useful.
467 */
468 static int
469 monster_should_cast_spell (object *monster, object *spell_ob)
470 {
471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
474 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
475 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
476 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
477 return 1;
478
479 return 0;
480 }
481
482 /* Checks if putting on 'item' will make 'who' do more
483 * damage. This is a very simplistic check - also checking things
484 * like speed and ac are also relevant.
485 *
486 * return true if item is a better object.
487 */
488 static int
489 check_good_weapon (object *who, object *item)
490 {
491 object *other_weap;
492 int val = 0, i;
493
494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
496 break;
497
498 if (!other_weap) /* No other weapons */
499 return 1;
500
501 /* Rather than go through and apply the new one, and see if it is
502 * better, just do some simple checks
503 * Put some multipliers for things that hvae several effects,
504 * eg, magic affects both damage and wc, so it has more weight
505 */
506
507 val = item->stats.dam - other_weap->stats.dam;
508 val += (item->magic - other_weap->magic) * 3;
509 /* Monsters don't really get benefits from things like regen rates
510 * from items. But the bonus for their stats are very important.
511 */
512 for (i = 0; i < NUM_STATS; i++)
513 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
514
515 if (val > 0)
516 return 1;
517 else
518 return 0;
519 }
520
521 static int
522 check_good_armour (object *who, object *item)
523 {
524 object *other_armour;
525 int val = 0, i;
526
527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
529 break;
530
531 if (other_armour == NULL) /* No other armour, use the new */
532 return 1;
533
534 /* Like above function , see which is better */
535 val = item->stats.ac - other_armour->stats.ac;
536 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
537 val += (item->magic - other_armour->magic) * 3;
538
539 /* for the other protections, do weigh them very much in the equation -
540 * it is the armor protection which is most important, because there is
541 * no good way to know what the player may attack the monster with.
542 * So if the new item has better protection than the old, give that higher
543 * value. If the reverse, then decrease the value of this item some.
544 */
545 for (i = 1; i < NROFATTACKS; i++)
546 {
547 if (item->resist[i] > other_armour->resist[i])
548 val++;
549 else if (item->resist[i] < other_armour->resist[i])
550 val--;
551 }
552
553 /* Very few armours have stats, so not much need to worry about those. */
554
555 if (val > 0)
556 return 1;
557 else
558 return 0;
559 }
560
561 /*
562 * monster_check_apply() is meant to be called after an item is
563 * inserted in a monster.
564 * If an item becomes outdated (monster found a better item),
565 * a pointer to that object is returned, so it can be dropped.
566 * (so that other monsters can pick it up and use it)
567 * Note that as things are now, monsters never drop something -
568 * they can pick up all that they can use.
569 */
570 /* Sept 96, fixed this so skills will be readied -b.t.*/
571 void
572 monster_check_apply (object *mon, object *item)
573 {
574 int flag = 0;
575
576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
577 {
578 mon->set_flag (FLAG_CAST_SPELL);
579 return;
580 }
581
582 /* If for some reason, this item is already applied, no more work to do */
583 if (item->flag [FLAG_APPLIED])
584 return;
585
586 /* Might be better not to do this - if the monster can fire a bow,
587 * it is possible in his wanderings, he will find one to use. In
588 * which case, it would be nice to have ammo for it.
589 */
590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
591 {
592 /* Check for the right kind of bow */
593 object *bow;
594
595 for (bow = mon->inv; bow; bow = bow->below)
596 if (bow->type == BOW && bow->race == item->race)
597 {
598 mon->set_flag (FLAG_READY_BOW);
599 return; /* nothing more to do for arrows */
600 }
601 }
602
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1;
605 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1;
608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
609 {
610 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv))
613 mon->set_flag (FLAG_READY_SCROLL);
614 /* Don't use it right now */
615 return;
616 }
617 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item);
619 else if (item->is_armor ())
620 flag = check_good_armour (mon, item);
621 /* Should do something more, like make sure this is a better item */
622 else if (item->type == RING)
623 flag = 1;
624 else if (item->type == WAND || item->type == ROD || item->type == HORN)
625 {
626 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone.
628 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 {
631 mon->set_flag (FLAG_READY_RANGE);
632 item->set_flag (FLAG_APPLIED);
633 }
634 return;
635 }
636 else if (item->type == BOW)
637 {
638 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone.
640 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 mon->set_flag (FLAG_READY_BOW);
643 return;
644 }
645 else if (item->type == SKILL)
646 {
647 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now.
651 */
652 mon->set_flag (FLAG_READY_SKILL);
653 return;
654 }
655
656 /* if we don't match one of the above types, return now.
657 * can_apply_object will say that we can apply things like flesh,
658 * bolts, and whatever else, because it only checks against the
659 * body_info locations.
660 */
661 if (!flag)
662 return;
663
664 /* Check to see if the monster can use this item. If not, no need
665 * to do further processing. Note that can_apply_object already checks
666 * for the CAN_USE flags.
667 */
668 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669 return;
670
671 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all.
674 */
675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
676 }
677
678 static int
679 can_hit (object *ob1, object *ob2, rv_vector * rv)
680 {
681 object *more;
682 rv_vector rv1;
683
684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
694 {
695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
699
700 return 0;
701 }
702
703 static int
704 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705 {
706 if (can_hit (part, enemy, rv))
707 return dir;
708
709 if (rv->distance < 10)
710 return absdir (dir + 4);
711 else if (rv->distance > 18)
712 return dir;
713
714 return 0;
715 }
716
717 static int
718 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719 {
720 if (can_hit (part, enemy, rv))
721 return dir;
722 else
723 return absdir (dir + 4);
724 }
725
726 static int
727 hitrun_att (int dir, object *ob, object *enemy)
728 {
729 if (ob->move_status++ < 25)
730 return dir;
731 else if (ob->move_status < 50)
732 return absdir (dir + 4);
733 else
734 ob->move_status = 0;
735
736 return absdir (dir + 4);
737 }
738
739 static int
740 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741 {
742 int inrange = can_hit (part, enemy, rv);
743
744 if (ob->move_status || inrange)
745 ob->move_status++;
746
747 if (ob->move_status == 0)
748 return 0;
749 else if (ob->move_status < 10)
750 return dir;
751 else if (ob->move_status < 15)
752 return absdir (dir + 4);
753
754 ob->move_status = 0;
755 return 0;
756 }
757
758 static int
759 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760 {
761 /* The logic below here looked plain wrong before. Basically, what should
762 * happen is that if the creatures hp percentage falls below run_away,
763 * the creature should run away (dir+4)
764 * I think its wrong for a creature to have a zero maxhp value, but
765 * at least one map has this set, and whatever the map contains, the
766 * server should try to be resilant enough to avoid the problem
767 */
768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769 return absdir (dir + 4);
770
771 return dist_att (dir, ob, enemy, part, rv);
772 }
773
774 static int
775 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776 {
777 if (rv->distance < 9)
778 return absdir (dir + 4);
779
780 return 0;
781 }
782
783 static void
784 circ1_move (object *ob)
785 {
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787
788 if (++ob->move_status > 11)
789 ob->move_status = 0;
790
791 if (!(ob->move (circle[ob->move_status])))
792 ob->move (rndm (8) + 1);
793 }
794
795 static void
796 circ2_move (object *ob)
797 {
798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799
800 if (++ob->move_status > 19)
801 ob->move_status = 0;
802
803 if (!(ob->move (circle[ob->move_status])))
804 ob->move (rndm (8) + 1);
805 }
806
807 static void
808 pace_movev (object *ob)
809 {
810 if (ob->move_status++ > 6)
811 ob->move_status = 0;
812
813 if (ob->move_status < 4)
814 ob->move (5);
815 else
816 ob->move (1);
817 }
818
819 static void
820 pace_moveh (object *ob)
821 {
822 if (ob->move_status++ > 6)
823 ob->move_status = 0;
824
825 if (ob->move_status < 4)
826 ob->move (3);
827 else
828 ob->move (7);
829 }
830
831 static void
832 pace2_movev (object *ob)
833 {
834 if (ob->move_status++ > 16)
835 ob->move_status = 0;
836
837 if (ob->move_status < 6)
838 ob->move (5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 ob->move (1);
843 else
844 return;
845 }
846
847 static void
848 pace2_moveh (object *ob)
849 {
850 if (ob->move_status++ > 16)
851 ob->move_status = 0;
852
853 if (ob->move_status < 6)
854 ob->move (3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 ob->move (7);
859 else
860 return;
861 }
862
863 static void
864 rand_move (object *ob)
865 {
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870 }
871
872 #define MAX_KNOWN_SPELLS 20
873
874 /* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879 static object *
880 monster_choose_random_spell (object *monster)
881 {
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902 }
903
904 /* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912 static int
913 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914 {
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (head->flag [FLAG_CONFUSED])
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985 }
986
987 static int
988 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989 {
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
994 /* If you want monsters to cast spells over friends, this spell should
995 * be removed. It probably should be in most cases, since monsters still
996 * don't care about residual effects (ie, casting a cone which may have a
997 * clear path to the player, the side aspects of the code will still hit
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (head->flag [FLAG_CONFUSED])
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 head->clr_flag (FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032 }
1033
1034 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
1042 * At the moment this is only useful for throwing, perhaps for
1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 */
1045 static int
1046 monster_use_skill (object *head, object *part, object *pl, int dir)
1047 {
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
1066 // skill selection - monster will use the last unused skill
1067 // and rotate, eventually cycling through all skills.
1068 for (skill = head->inv; skill; skill = skill->below)
1069 if (skill->type == SKILL && skill != head->chosen_skill)
1070 new_skill = skill;
1071
1072 if (new_skill)
1073 splay (head->chosen_skill = new_skill);
1074 else if (!head->chosen_skill)
1075 {
1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1077 head->clr_flag (FLAG_READY_SKILL);
1078 return 0;
1079 }
1080
1081 /* use skill */
1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
1083 }
1084
1085 /* Monster will use a ranged spell attack. */
1086 static int
1087 monster_use_range (object *head, object *part, object *pl, int dir)
1088 {
1089 object *wand, *owner;
1090 int at_least_one = 0;
1091
1092 if (!(dir = path_to_player (part, pl, 0)))
1093 return 0;
1094
1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1096 {
1097 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1098
1099 if (dirdiff (dir, dir2) < 2)
1100 return 0; /* Might hit owner with spell */
1101 }
1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
1106 for (wand = head->inv; wand; wand = wand->below)
1107 {
1108 if (wand->type == WAND)
1109 {
1110 /* Found a wand, let's see if it has charges left */
1111 at_least_one = 1;
1112 if (wand->stats.food <= 0)
1113 continue;
1114
1115 cast_spell (head, wand, dir, wand->inv, NULL);
1116
1117 if (!(--wand->stats.food))
1118 {
1119 if (wand->arch)
1120 {
1121 wand->clr_flag (FLAG_ANIMATE);
1122 wand->face = wand->arch->face;
1123 wand->set_speed (0);
1124 }
1125 }
1126 /* Success */
1127 return 1;
1128 }
1129 else if (wand->type == ROD || wand->type == HORN)
1130 {
1131 /* Found rod/horn, let's use it if possible */
1132 at_least_one = 1;
1133 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1134 continue;
1135
1136 /* drain charge before casting spell - can be a case where the
1137 * spell destroys the monster, and rod, so if done after, results
1138 * in crash.
1139 */
1140 drain_rod_charge (wand);
1141 cast_spell (head, wand, dir, wand->inv, NULL);
1142
1143 /* Success */
1144 return 1;
1145 }
1146 }
1147
1148 if (at_least_one)
1149 return 0;
1150
1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1152 head->clr_flag (FLAG_READY_RANGE);
1153 return 0;
1154 }
1155
1156 static int
1157 monster_use_bow (object *head, object *part, object *pl, int dir)
1158 {
1159 object *owner;
1160
1161 if (!(dir = path_to_player (part, pl, 0)))
1162 return 0;
1163
1164 if (head->flag [FLAG_CONFUSED])
1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166
1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1168 {
1169 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1170
1171 if (dirdiff (dir, dir2) < 1)
1172 return 0; /* Might hit owner with arrow */
1173 }
1174
1175 /* in server/player.c */
1176 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1177
1178 }
1179
1180 void
1181 npc_call_help (object *op)
1182 {
1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1184 {
1185 mapspace &ms = m->at (nx, ny);
1186
1187 /* If nothing alive on this space, no need to search the space. */
1188 if (!(ms.flags () & P_IS_ALIVE))
1189 continue;
1190
1191 for (object *npc = ms.bot; npc; npc = npc->above)
1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1193 npc->enemy = op->enemy;
1194 }
1195 }
1196
1197 void
1198 check_earthwalls (object *op, maptile *m, int x, int y)
1199 {
1200 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1201 if (tmp->type == EARTHWALL)
1202 {
1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1204 return;
1205 }
1206 }
1207
1208 void
1209 check_doors (object *op, maptile *m, int x, int y)
1210 {
1211 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1212 if (tmp->type == DOOR)
1213 {
1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1215 return;
1216 }
1217 }
1218
1219 /* find_mon_throw_ob() - modeled on find_throw_ob
1220 * This is probably overly simplistic as it is now - We want
1221 * monsters to throw things like chairs and other pieces of
1222 * furniture, even if they are not good throwable objects.
1223 * Probably better to have the monster throw a throwable object
1224 * first, then throw any non equipped weapon.
1225 */
1226 object *
1227 find_mon_throw_ob (object *op)
1228 {
1229 object *tmp = NULL;
1230
1231 if (op->head)
1232 tmp = op->head;
1233 else
1234 tmp = op;
1235
1236 /* New throw code: look through the inventory. Grap the first legal is_thrown
1237 * marked item and throw it to the enemy.
1238 */
1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1240 {
1241 /* Can't throw invisible objects or items that are applied */
1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1243 continue;
1244
1245 if (tmp->flag [FLAG_IS_THROWN])
1246 break;
1247
1248 }
1249
1250 #ifdef DEBUG_THROW
1251 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1252 #endif
1253
1254 return tmp;
1255 }
1256
1257 /*
1258 * Move-monster returns 1 if the object has been freed, otherwise 0.
1259 */
1260 int
1261 move_monster (object *op)
1262 {
1263 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1264 object *owner, *enemy, *part, *oph = op;
1265 rv_vector rv;
1266
1267 /* Monsters not on maps don't do anything. These monsters are things
1268 * Like royal guards in city dwellers inventories.
1269 */
1270 if (!op->map)
1271 return 0;
1272
1273 /* for target facing, we copy this value here for fast access */
1274 if (oph->head) /* force update the head - one arch one pic */
1275 oph = oph->head;
1276
1277 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1278 enemy = op->enemy = 0;
1279 else if ((enemy = find_enemy (op, &rv)))
1280 /* we have an enemy, just tell him we want him dead */
1281 enemy->attacked_by = op; /* our ptr */
1282
1283 /* generate hp, if applicable */
1284 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1285 {
1286 /* last heal is in funny units. Dividing by speed puts
1287 * the regeneration rate on a basis of time instead of
1288 * #moves the monster makes. The scaling by 8 is
1289 * to capture 8th's of a hp fraction regens
1290 */
1291 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1292 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1293 op->last_heal = last_heal % 32;
1294
1295 /* So if the monster has gained enough HP that they are no longer afraid */
1296 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1297 op->flag [FLAG_RUN_AWAY] = false;
1298 }
1299
1300 /* generate sp, if applicable */
1301 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1302 {
1303 /* last_sp is in funny units. Dividing by speed puts
1304 * the regeneration rate on a basis of time instead of
1305 * #moves the monster makes. The scaling by 8 is
1306 * to capture 8th's of a sp fraction regens
1307 */
1308
1309 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1310 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1311 op->last_sp = last_sp % 128;
1312 }
1313
1314 /* this should probably get modified by many more values.
1315 * (eg, creatures resistance to fear, level, etc. )
1316 */
1317 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1318 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1319
1320 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1321 return op->flag [FLAG_FREED];
1322
1323 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1324 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1325 if (!check_wakeup (op, enemy, &rv))
1326 return 0;
1327
1328 /* check if monster pops out of hidden spot */
1329 if (op->flag [FLAG_HIDDEN])
1330 do_hidden_move (op);
1331
1332 if (op->pick_up)
1333 monster_check_pickup (op);
1334
1335 if (op->will_apply)
1336 monster_apply_below (op); /* Check for items to apply below */
1337
1338 /* If we don't have an enemy, do special movement or the like */
1339 if (!enemy)
1340 {
1341 if (op->flag [FLAG_ONLY_ATTACK])
1342 {
1343 op->drop_and_destroy ();
1344 return 1;
1345 }
1346
1347 /* Probably really a bug for a creature to have both
1348 * stand still and a movement type set.
1349 */
1350 if (!op->flag [FLAG_STAND_STILL])
1351 {
1352 if (op->attack_movement & HI4)
1353 {
1354 switch (op->attack_movement & HI4)
1355 {
1356 case PETMOVE:
1357 pet_move (op);
1358 break;
1359
1360 case CIRCLE1:
1361 circ1_move (op);
1362 break;
1363
1364 case CIRCLE2:
1365 circ2_move (op);
1366 break;
1367
1368 case PACEV:
1369 pace_movev (op);
1370 break;
1371
1372 case PACEH:
1373 pace_moveh (op);
1374 break;
1375
1376 case PACEV2:
1377 pace2_movev (op);
1378 break;
1379
1380 case PACEH2:
1381 pace2_moveh (op);
1382 break;
1383
1384 case RANDO:
1385 rand_move (op);
1386 break;
1387
1388 case RANDO2:
1389 move_randomly (op);
1390 break;
1391 }
1392
1393 return 0;
1394 }
1395 else if (op->flag [FLAG_RANDOM_MOVE])
1396 move_randomly (op);
1397 } /* stand still */
1398
1399 return 0;
1400 } /* no enemy */
1401
1402 /* We have an enemy. Block immediately below is for pets */
1403 if ((op->attack_movement & HI4) == PETMOVE
1404 && (owner = op->owner) != NULL
1405 && !on_same_map (op, owner)
1406 && !owner->flag [FLAG_REMOVED])
1407 return follow_owner (op, owner);
1408
1409 /* doppleganger code to change monster facing to that of the nearest
1410 * player. Hmm. The code is here, but no monster in the current
1411 * arch set uses it.
1412 */
1413 if (op->race == shstr_doppleganger)
1414 {
1415 op->face = enemy->face;
1416 op->name = enemy->name;
1417 }
1418
1419 /* Calculate range information for closest body part - this
1420 * is used for the 'skill' code, which isn't that smart when
1421 * it comes to figuring it out - otherwise, giants throw boulders
1422 * into themselves.
1423 */
1424 get_rangevector (op, enemy, &rv, 0);
1425
1426 /* Move the check for scared up here - if the monster was scared,
1427 * we were not doing any of the logic below, so might as well save
1428 * a few cpu cycles.
1429 */
1430 if (!op->flag [FLAG_SCARED])
1431 {
1432 rv_vector rv1;
1433
1434 /* now we test every part of an object .... this is a real ugly piece of code */
1435 for (part = op; part; part = part->more)
1436 {
1437 get_rangevector (part, enemy, &rv1, 0x1);
1438 dir = rv1.direction;
1439
1440 /* hm, not sure about this part - in original was a scared flag here too
1441 * but that we test above... so can be old code here
1442 */
1443 if (op->flag [FLAG_RUN_AWAY])
1444 dir = absdir (dir + 4);
1445
1446 if (op->flag [FLAG_CONFUSED])
1447 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1448
1449 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1450 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1451 return 0;
1452
1453 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1454 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1455 return 0;
1456
1457 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1458 if (monster_use_range (op, part, enemy, dir))
1459 return 0;
1460
1461 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1462 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1463 return 0;
1464
1465 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1466 if (monster_use_bow (op, part, enemy, dir))
1467 return 0;
1468 } /* for processing of all parts */
1469 } /* If not scared */
1470
1471 part = rv.part;
1472 dir = rv.direction;
1473
1474 //-GPL
1475
1476 // if the enemy is a player, we have los. if los says we
1477 // can directly reach the player, we do not deviate.
1478 // for non-players, we never deviate
1479 if (op->stats.Wis >= 8
1480 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1481 {
1482 int sdir = 0;
1483 uint32_t &smell = op->ms ().smell;
1484
1485 for (int ndir = 1; ndir <= 8; ++ndir)
1486 {
1487 mapxy pos (op); pos.move (ndir);
1488
1489 if (pos.normalise ())
1490 {
1491 mapspace &ms = pos.ms ();
1492
1493 if (ms.smell > smell)
1494 {
1495 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1496 if (op->stats.Wis >= 10)
1497 smell = ms.smell - 1; // smarter: tell others
1498
1499 sdir = ndir;
1500
1501 // perturbing the path might let the monster lose track,
1502 // but it will also widen the actual path, spreading information
1503 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1504 sdir = absdir (sdir + 1 - rndm (2) * 2);
1505 }
1506 }
1507 }
1508
1509 if (sdir)
1510 dir = sdir;
1511 else if (smell)
1512 {
1513 // no better smell found, so assume the player jumped, and erase this smell
1514 //printf ("erasing smell %d\n", op->ms ().smell);//D
1515 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1516 m->at (nx, ny).smell = 0;
1517 }
1518 }
1519
1520 //+GPL
1521
1522 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1523 dir = absdir (dir + 4);
1524
1525 if (op->flag [FLAG_CONFUSED])
1526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1527
1528 pre_att_dir = dir; /* remember the original direction */
1529
1530 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1531 {
1532 switch (op->attack_movement & LO4)
1533 {
1534 case DISTATT:
1535 dir = dist_att (dir, op, enemy, part, &rv);
1536 break;
1537
1538 case RUNATT:
1539 dir = run_att (dir, op, enemy, part, &rv);
1540 break;
1541
1542 case HITRUN:
1543 dir = hitrun_att (dir, op, enemy);
1544 break;
1545
1546 case WAITATT:
1547 dir = wait_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUSH: /* default - monster normally moves towards player */
1551 case ALLRUN:
1552 break;
1553
1554 case DISTHIT:
1555 dir = disthit_att (dir, op, enemy, part, &rv);
1556 break;
1557
1558 case WAIT2:
1559 dir = wait_att2 (dir, op, enemy, part, &rv);
1560 break;
1561
1562 default:
1563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1564 }
1565 }
1566
1567 if (!dir)
1568 return 0;
1569
1570 if (!op->flag [FLAG_STAND_STILL])
1571 {
1572 if (op->move (dir)) /* Can the monster move directly toward player? */
1573 {
1574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1575 if ((op->attack_movement & LO4) == DISTATT)
1576 op->direction = pre_att_dir;
1577
1578 return 0;
1579 }
1580
1581 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1582 {
1583 /* Try move around corners if !close */
1584 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1585
1586 for (diff = 1; diff <= maxdiff; diff++)
1587 {
1588 /* try different detours */
1589 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1590
1591 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1592 return 0;
1593 }
1594 }
1595 } /* if monster is not standing still */
1596
1597 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1598 if ((op->attack_movement & LO4) == DISTATT)
1599 op->direction = pre_att_dir;
1600
1601 /*
1602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1603 * direction if they can't move away.
1604 */
1605 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1606 if (move_randomly (op))
1607 return 0;
1608
1609 /*
1610 * Try giving the monster a new enemy - the player that is closest
1611 * to it. In this way, it won't just keep trying to get to a target
1612 * that is inaccessible.
1613 * This could be more clever - it should go through a list of several
1614 * enemies, as it is now, you could perhaps get situations where there
1615 * are two players flanking the monster at close distance, but which
1616 * the monster can't get to, and a third one at a far distance that
1617 * the monster could get to - as it is, the monster won't look at that
1618 * third one.
1619 */
1620 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1621 {
1622 object *nearest_player = get_nearest_player (op);
1623
1624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1625 {
1626 op->enemy = 0;
1627 enemy = nearest_player;
1628 }
1629 }
1630
1631 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1632 {
1633 /* The adjustement to wc that was here before looked totally bogus -
1634 * since wc can in fact get negative, that would mean by adding
1635 * the current wc, the creature gets better? Instead, just
1636 * add a fixed amount - nasty creatures that are runny away should
1637 * still be pretty nasty.
1638 */
1639 if (op->flag [FLAG_RUN_AWAY])
1640 {
1641 part->stats.wc += 10;
1642 skill_attack (enemy, part, 0, NULL, NULL);
1643 part->stats.wc -= 10;
1644 }
1645 else
1646 skill_attack (enemy, part, 0, NULL, NULL);
1647 } /* if monster is in attack range */
1648
1649 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1650 return 1;
1651
1652 if (op->flag [FLAG_ONLY_ATTACK])
1653 {
1654 op->drop_and_destroy ();
1655 return 1;
1656 }
1657
1658 return 0;
1659 }
1660
1661 /* determine if we can 'detect' the enemy. Check for walls blocking the
1662 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1663 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1664 * modified by MSW to use the get_rangevector so that map tiling works
1665 * properly. I also so odd code in place that checked for x distance
1666 * OR y distance being within some range - that seemed wrong - both should
1667 * be within the valid range. MSW 2001-08-05
1668 * Returns 0 if enemy can not be detected, 1 if it is detected
1669 */
1670 int
1671 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1672 {
1673 /* null detection for any of these condtions always */
1674 if (!op || !enemy || !op->map || !enemy->map)
1675 return 0;
1676
1677 /* If the monster (op) has no way to get to the enemy, do nothing */
1678 if (!on_same_map (op, enemy))
1679 return 0;
1680
1681 get_rangevector (op, enemy, rv, 0);
1682
1683 /* Monsters always ignore the DM */
1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1685 return 0;
1686
1687 /* simple check. Should probably put some range checks in here. */
1688 if (can_see_enemy (op, enemy))
1689 return 1;
1690
1691 /* The rest of this is for monsters. Players are on their own for
1692 * finding enemies!
1693 */
1694 if (op->is_player ())
1695 return 0;
1696
1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1698 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1699 */
1700 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1701 return 0;
1702
1703 int radius = MIN_MON_RADIUS;
1704
1705 /* use this for invis also */
1706 int hide_discovery = op->stats.Int / 5;
1707
1708 /* Determine Detection radii */
1709 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1710 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1711 else
1712 { /* a level/INT/Dex adjustment for hiding */
1713 int bonus = op->level / 2 + op->stats.Int / 5;
1714
1715 if (enemy->is_player ())
1716 {
1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1718 bonus -= sk_hide->level;
1719 else
1720 {
1721 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1722 make_visible (enemy);
1723 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1724 }
1725 }
1726 else /* enemy is not a player */
1727 bonus -= enemy->level;
1728
1729 radius += bonus / 5;
1730 hide_discovery += bonus * 5;
1731 } /* else creature has modifiers for hiding */
1732
1733 /* Radii stealth adjustment. Only if you are stealthy
1734 * will you be able to sneak up closer to creatures */
1735 if (enemy->flag [FLAG_STEALTH])
1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1740
1741 /* Radii adjustment for enemy standing in the dark */
1742 if (!stand_in_light (enemy))
1743 {
1744 /* on dark maps body heat can help indicate location with infravision
1745 * undead don't have body heat, so no benefit detecting them.
1746 */
1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1748 radius += op->map->darklevel () / 2;
1749 else
1750 radius -= op->map->darklevel () / 2;
1751
1752 /* op next to a monster (and not in complete darkness)
1753 * the monster should have a chance to see you.
1754 */
1755 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1756 radius = MIN_MON_RADIUS;
1757 } /* if on dark map */
1758
1759 /* Lets not worry about monsters that have incredible detection
1760 * radii, we only need to worry here about things the player can
1761 * (potentially) see. This is 13, as that is the maximum size the player
1762 * may have for their map - in that way, creatures at the edge will
1763 * do something. Note that the distance field in the
1764 * vector is real distance, so in theory this should be 18 to
1765 * find that.
1766 */
1767 // note that the above reasoning was utter bullshit even at the time it was written
1768 // we use 25, lets see if we have the cpu time for it
1769 min_it (radius, 25);
1770
1771 /* Enemy in range! Now test for detection */
1772 if (rv->distance <= radius)
1773 {
1774 /* ah, we are within range, detected? take cases */
1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1776 return 1;
1777
1778 /* hidden or low-quality invisible */
1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1780 {
1781 make_visible (enemy);
1782
1783 /* inform players of new status */
1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1785 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1786
1787 return 1; /* detected enemy */
1788 }
1789 else if (enemy->invisible)
1790 {
1791 /* Change this around - instead of negating the invisible, just
1792 * return true so that the monster that managed to detect you can
1793 * do something to you. Decreasing the duration of invisible
1794 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1795 * can then basically negate the spell. The spell isn't negated -
1796 * they just know where you are!
1797 */
1798 if (rndm (50) <= hide_discovery)
1799 {
1800 if (enemy->type == PLAYER)
1801 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1802
1803 return 1;
1804 }
1805 }
1806 } /* within range */
1807
1808 /* Wasn't detected above, so still hidden */
1809 return 0;
1810 }
1811
1812 /* determine if op stands in a lighted square. This is not a very
1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1814 * is possible for a bright light to illuminate a player on the
1815 * other side of a wall (!).
1816 */
1817 int
1818 stand_in_light (object *op)
1819 {
1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1823 return 0;
1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1828 if (op->glow_radius > 0)
1829 return 1;
1830
1831 if (op->map)
1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1833 {
1834 mapspace &ms = m->at (nx, ny);
1835
1836 ms.update ();
1837
1838 /* Check the spaces with the max light radius to see if any of them
1839 * have lights, and if any of them light the player enough, then return 1.
1840 */
1841 int light = ms.light;
1842
1843 if (ecb_expect_false (light > 0) && idistance (dx, dy) <= light)
1844 return 1;
1845 }
1846 }
1847
1848 return 0;
1849 }
1850
1851 /* assuming no walls/barriers, lets check to see if its *possible*
1852 * to see an enemy. Note, "detection" is different from "seeing".
1853 * See can_detect_enemy() for more details. -b.t.
1854 * return 0 if can't be seen, 1 if can be
1855 */
1856 int
1857 can_see_enemy (object *op, object *enemy)
1858 {
1859 object *looker = op->head ? op->head : op;
1860
1861 /* safety */
1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1863 return 0;
1864
1865 /* we dont give a full treatment of xrays here (shorter range than normal,
1866 * see through walls). Should we change the code elsewhere to make you
1867 * blind even if you can xray?
1868 */
1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1870 return 0;
1871
1872 /* checking for invisible things */
1873 if (enemy->invisible)
1874 {
1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1876 * However,if you carry any source of light, then the hidden
1877 * creature is seeable (and stupid) */
1878
1879 if (enemy->has_carried_lights ())
1880 {
1881 if (enemy->flag [FLAG_HIDDEN])
1882 {
1883 make_visible (enemy);
1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1885 }
1886
1887 return 1;
1888 }
1889 else if (enemy->flag [FLAG_HIDDEN])
1890 return 0;
1891
1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1893 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1894 * and making it a conditional makes the code pretty ugly.
1895 */
1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1897 if (makes_invisible_to (enemy, looker))
1898 return 0;
1899 }
1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1901 if (player_can_view (looker, enemy))
1902 return 1;
1903
1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1905 * unless they carry a light or stand in light. Darkness doesnt
1906 * inhibit the undead per se (but we should give their archs
1907 * CAN_SEE_IN_DARK, this is just a safety
1908 * we care about the enemy maps status, not the looker.
1909 * only relevant for tiled maps, but it is possible that the
1910 * enemy is on a bright map and the looker on a dark - in that
1911 * case, the looker can still see the enemy
1912 */
1913 if (!stand_in_light (enemy)
1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1915 return 0;
1916
1917 return 1;
1918 }
1919
1920 //-GPL